Recent posts by zwookie on Kongregate

If you have lags on chrome or chromium (especially on linux), it’s possible that hardware acceleration is turned off, you can fix this by passing the --ignore-gpu-blacklistcommand-line argument, to do this on windows, go to wherever you’ve installed chrome, right click chrome, create shortcut, right click the shortcut, click properties, change target from “C:\wherever\you\have\installed\chrome.exe” to “C:\wherever\you\have\installed\chrome.exe” --ignore-gpu-blacklist

To check if this worked, after you launch chrome with the shortcut, type about:gpu in the address bar, and it should say:

the rewards sent out are to correct the bug from last friday, so they are for last season, not the current one. some people got sent rewards twice if they got them last friday but for some people its the first time they received them

I’ve been running a bortha, manywelps deck, just to get rid of those acid flasks the mb boss has. But many times instead of drawing bortha I end up drwing a potion or tali, without having any cards in depletion pile or banish pile.

Its strange, but whenever I level kamehas on my craw I do much worse than when I level ampnotics. They are dangerous and very harrassing, but they are not OP. It just seems like they get distracted and/or hit wall too much.

This is consistent with my experience when playing craw, hitting amps is much more important than hitting your kamehas for a kill.

Kamehas do nothing if you’re next to a wall, even if you go near a wall after they were fired, and well.. there’s walls pretty much everywhere on the map. Also they have a long cooldown. I don’t think it’s op.

Oh right.. just remembered something else, kamehas stop working if the enemy uses any sort of speed boost/teleport, including unduloreans future drive and jabbers vorpal line, I’ve just tried this in live play, had 0 deaths against a craw, his kamehas never hit me as I just stayed near walls whenever in enemy base.

I’ve tested all the speed techs and they do work. Now notice that thrust techs do not increase movement speed, but the acceleration.

What about AB power? If Have 10 AB power techs, and my ships AB multiplier is 1.7x, will it become 1.7 * 1.1 = 1,87, which means I will be 10% faster with AB? Or just accelerate 10% faster to my max speed?

My beefs aren’t with ELO. I don’t give a shit about scores. The problem is that “winning” or “Losing” is not winning or losing when the win or loss is due to inexperienced players who have no idea what’s going on and either quit or feed. I propose segregation to better the user experience for both the new and the veteran player. In that situation, i DO expect for all parties to get 50% +/- 10-15%. But it needs to start somewhere.

Currently, the win/loss reasons are not due to “good” matches, they’re 100% because of shitty players not knowing what to do. Those players don’t belong paired with 1300+ players.

You say you don’t care about ELO and then say 1300+ ELO players shouldn’t play with lower ELO, you might not realize it but a proper ELO system is the only way to make games fair. The reason why VORPs ELO system doesn’t work is because it’s not implemented properly and it’s being abused. The system thinks 4x 1200 ELO players + 1x 1500 ELO player is as good as 5x 1300 ELO players, which of course is nonsense, the ELO of a player should be weighted depending on the amount of high/low ELO players on a team, then we would see games like 3x 1200 + 2x 1300 vs 3x 1200 + 2x 1300.

But a bigger problem is the abuse, we see people with 1350-1400 rating (myself included!) that are no better than players with 12xx rating, or even alt account leavers like sanyassasin and masakiri that cheat their rating. Because of this rating inflation you might have a team with 4x 1300 rating players and one 1200x rating player, where 2 or 3 of the 1300 rating players should actually have 12xx rating (if they didnt team/lobby jump), such a team has obvious disadvantage compared to players that got 1300 rating without lobby jumping, but instead of balancing out their ELO those players will continue abusing the system, which makes the problem worse. It really doesn’t matter what ELO player teams up with you as long as the ELO system can’t be cheated, do you really care if its 5x 1300 rating players vs 5x 1300 rating players or 1x 1300 rating player + 4x 1200 rating players vs 1x 1300 + 4x 1200?

I don’t play League of Legends anymore but I must admit their ELO system is practically perfect, every game I played was fair IMO, and what’s important most players had 50-60% winrate, unlike VORP where 60%+ is the norm, and I firmly believe if there was no way to team or lobby jump people winrate would drastically drop.

What I’m saying is, if today, suddenly ALL players stopped teaming and lobby jumping, then the game would be perfectly fair, you wouldn’t have games with 5x 1300 rating vs 5x 1200 rating, it would most likely be 3-4 1200 rating players + one 1300 rating player vs the same ratings.

Just to add to what pchoo is saying, the reason people have such a high win ratio is not because they’re good, or because of matchmaking, it’s because the ELO system is not implemented properly in VORP. In a proper ELO system you should NOT expect to win more than 50% of the time, a handful of players might reach 60% winrate, but that’s as high as it should be, because in a proper ELO system you fight people of equal strength.

I agree with pchoo that vorps ELO system sets bad player expectations, players think that they deserve to have 80%, 90%, or more winrate, and then they complain about bad matchmaking when it drops below that. If your winrate is around 50% the matchmaking system is perfect, if it’s higher, you’re probably abusing the matchmaking system (teaming, lobby jumping, using alt accounts, etc).

TL;DR people say that the matchmaking system is broken when their winrate drops below 70%, however lower winrates mean the matchmaking system works. In fact, VORPs matchmaking system would be very good if people didnt abuse it (lobby jumping and teaming are the main problems).

When confronted in kong chat today he said he did it a very long time ago, when I pointed out it was 3 days ago, he said he never did it and doesn’t know who sanyass is… I guess he sucks at lying, or he’s a politician.

I tried it with SS, killing the first emitter is insanely fast if you heal your big drones, I got the emitter down in 1:30, the problem is killing all the bats which is insanely slow for SS, I gave up on the 7 minute mark.

I’m 100% sure SS can do it in 6 minutes, the main reason it took me so long is I dont know the “perfect” spots to shoot vorpedos from, if you shoot them too far they wont hit, too close and they do no damage. 2nd emitter was dead by 02:30 btw, so more than half the time was lost killing batteries.

I decided to figure out how damage works in this game, and there’s quite a few interesting things I’ve found, for instance, with physical weapons its best to shoot the back, whereas with magical weapons its best to shoot the front of the enemy.

For most of the tests I used the test mode (quick game → test mode), which allows you to shoot a test dummy for as long as you want. Then I repeated some of these tests in PVE and PVP, it’s consistent with test mode.

I assume every weapon has an “ideal” amount of +ATK for its upgrade level, for instance if you go to the shop, the level 2 weapons there seem to have the highest possible +ATK, and some weapons have a higher +ATK than others.

I assume testing mode uses the same “ideal” weapons, but level 1 weapons instead of level 2. Because of this, a cannon does almost the same damage as an axe in testing mode, because a lvl 1 “ideal” axe has just 2 more +ATK than a cannon, however a lvl 2 axe has 7 more +ATK than a lvl 2 cannon, so the difference will be greater depending on your weapons level.

Same thing happened to me. It was day 6 yesterday, got a pack from the daily rewards, now its day 0, so I missed a kasan idol. I logged in 4-5 times in the past 24 hours so there’s no way I could have skipped a day.

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